Yukimura, Plague
Aug 13, 2015 5:13:19 GMT -8
Post by plague on Aug 13, 2015 5:13:19 GMT -8
[1] Personology
Name: Yukimura, Plague
Age: 25
Gender: Male
Title: Monstrous Gaint, Devilish Killer. Taijutsu Master, Lightning Flashing Green Behemoth.
Clan / Bloodline: Non Clan
Rank: Chuunin
Profession: Non Yet
Type: Taijutsu Master
Difficulty: Hard/Advanced
Character Slots:
Releases:
Fighting Styles:Stats:
Other Stats: 2x Massive Pool of Chakra
Tier 1 - Kaimon: As users of Goken obtain a higher understanding of themselves through rigorous training and devotion to their art, they discover the hidden art of the Hachimontonkou due to its direct link to the Goken style. Learning to tap into this inner art, users of Goken can now learn Kaimon (Gate of Opening) and subsequent gates up until Seimon (Gate of Life).
Tier 2 - Keimon: As Goken practitioners learn to perfect their body and mind, they soon discover an even deeper level of the Hachimontonkou which puts the levels they discovered before to shame. By channeling their inner power even further, practitioners of Goken can now learn Shoumon (Gate of Wound) up to Keimon (Gate of Joy).
Traits:
[2] Physicality
Height: 7 Feet Tall
Weight: 300 Lbs of pure Muscle
Bloodtype: AB+
Appearance:
Plague is Seven feet tall and weighs Three hundred pounds of pure muscle. He has an impressive abdominal jaw that draws the women towards him but simple looks. He has Red hair that's tied in a band, his body is ripped and toned muscle to the core. He has red eyes very red and shiny. The sign's of a devil. He uses his tall structure and intimidating body to strike fear among the people of Kumo.
Apparel:
He wears a Chuunin Flak Basic Jacket. That provides basic protection, Ninja Sandels, and training gi and boxers, His Gi allow him easy movement seeing as the sleeves are sleeves, He has a satchel on his lower back, Knuckle Duster(Spiked) on his fingers on each of the hands, and a massive 8 Foot Tall Iron/Steel hammer on his back. His Kumo Forehead Protector is on his forehead.
Blemishes or Scars: None
[3] Cognition
Alignment: Chaotic Evil
Allegiance: Kumo
Personality:
Plague is tough, Ruthless and intimidating, His drive is to train train train, to be the Best Taijutsu Master ever and eventually become a Grandmaster at the Craft. He strikes fear into people as he walks just by his sheer size and mass. In all that big and fierce attitude that Akuma gives. Akuma can be a very caring guy he just doesn't show it that often. He does however once in a while show that side of his. However just because it makes human more human like. Plague admits it's a sign of weakness, and rarely shows such nature. He is cocky and by right he has every right to be cocky. His sheer size, mass, and speed as well has left many bodies for Kumo.
Quirks and Tendencies:
Likes and Dislikes:
1. Every Kind of Food
2. Women
3. Admires Higher Rank Ninja(Normally doesn't show it)
[4] Armaments
Knuckle Duster
Rank: C
Type: Primary / Fist / Melee
Description:In brass or steel, knuckle dusters are a typical civilian weapon that are easy to hide and very effective in close quarters. Placed over the fingers, these heavy connected rings fit just under the knuckles and allow regular punches to be a force to reckon with. They come in reinforced brass, bladed, and with spiked variations.
Cost: 5,000 Ryo
Hammer
Rank: C
Type: Primary / Blunt / Melee
Description: This giant hammer comes in many variations, and although each owner is different in terms of how they treat their hammer, one thing is certain - it takes monstrous strength to wield such a thing! With a handle roughly four feet long and a head the same length in diameter, these types of weapons are not to be taken lightly.
Cost: 5,000 Ryo
Rank: C
Type: Primary / Fist / Melee
Description:In brass or steel, knuckle dusters are a typical civilian weapon that are easy to hide and very effective in close quarters. Placed over the fingers, these heavy connected rings fit just under the knuckles and allow regular punches to be a force to reckon with. They come in reinforced brass, bladed, and with spiked variations.
Cost: 5,000 Ryo
Hammer
Rank: C
Type: Primary / Blunt / Melee
Description: This giant hammer comes in many variations, and although each owner is different in terms of how they treat their hammer, one thing is certain - it takes monstrous strength to wield such a thing! With a handle roughly four feet long and a head the same length in diameter, these types of weapons are not to be taken lightly.
Cost: 5,000 Ryo
Kunai (Throwing Knife) 1x
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
Shuriken (Ninja Star) 2x
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Flak Jacket
Rank: C
Type: Upper Body
Limit: All
Description: A standard issue flak jacket all shinobi receive. Although thin and comprised of weak materials, it still provides basic defense against simple attacks, while allowing the user to move about with maximum speed.
Cost: 5,000 Ryo
Satchel
Rank: C
Type: Universal Accessory / Extension / Self
Special: Allows the storage of 5 extra Packs. Available to all ranks, including Non-Ninja. Each satchel takes up one (1) accessory slot. Can only begin with one when creating character!
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
Cost: 30,000 Ryo
Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1) accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
Shuriken (Ninja Star) 2x
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Flak Jacket
Rank: C
Type: Upper Body
Limit: All
Description: A standard issue flak jacket all shinobi receive. Although thin and comprised of weak materials, it still provides basic defense against simple attacks, while allowing the user to move about with maximum speed.
Cost: 5,000 Ryo
Satchel
Rank: C
Type: Universal Accessory / Extension / Self
Special: Allows the storage of 5 extra Packs. Available to all ranks, including Non-Ninja. Each satchel takes up one (1) accessory slot. Can only begin with one when creating character!
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
Cost: 30,000 Ryo
Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1) accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo
[5] Techniques
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra Consumption: Miniscule
Kawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themselves with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. This technique can only be used once per three turn. While one can switch with a variety of things it needs to be within reason, switching with a chair, log, fallen tree is acceptable, but switching with a dust particle is obviously not.
Henge no Jutsu (Transformation Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule: Miniscule sustain per 2 turns
Henge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanimate object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user can transform themselves into an object of average, small, or miniature size. This means that one cannot Henge into a Bijuu, summon, or other gigantic object.
Bunshin no Jutsu (Clone Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule per 2 clones
Bunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themselves. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other Ninjutsu. These clones can be easily distinguished by opponents with Doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area around them with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will disperse.
Note: The clone's movement speed is equal to the user's. Bunshin cannot mold Chakra to perform jutsu, nor can they physically harm an opponent.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turns
Kakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their Chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
Nawanuke no Jutsu (Rope Escape Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule
Nawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of Chakra to free their bindings and effectively escape.
Note: Ineffective against complex, electronic, or unique bindings.
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 3 turns
Kinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of Chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique requires a small amount of chakra control: if the stream of Chakra is too weak, the user will loose their footing; if too strong, the user will be pushed away from the surface.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turns
Suimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of Chakra from the bottom of their feet and using this repelling force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of Chakra that needs to be focused changes constantly, but it helps to build Chakra control in the user. After much practice, it is even possible to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra Consumption: Miniscule
Kawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themselves with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. This technique can only be used once per three turn. While one can switch with a variety of things it needs to be within reason, switching with a chair, log, fallen tree is acceptable, but switching with a dust particle is obviously not.
Henge no Jutsu (Transformation Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule: Miniscule sustain per 2 turns
Henge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanimate object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user can transform themselves into an object of average, small, or miniature size. This means that one cannot Henge into a Bijuu, summon, or other gigantic object.
Bunshin no Jutsu (Clone Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule per 2 clones
Bunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themselves. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other Ninjutsu. These clones can be easily distinguished by opponents with Doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area around them with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will disperse.
Note: The clone's movement speed is equal to the user's. Bunshin cannot mold Chakra to perform jutsu, nor can they physically harm an opponent.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turns
Kakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their Chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
Nawanuke no Jutsu (Rope Escape Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule
Nawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of Chakra to free their bindings and effectively escape.
Note: Ineffective against complex, electronic, or unique bindings.
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 3 turns
Kinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of Chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique requires a small amount of chakra control: if the stream of Chakra is too weak, the user will loose their footing; if too strong, the user will be pushed away from the surface.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turns
Suimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of Chakra from the bottom of their feet and using this repelling force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of Chakra that needs to be focused changes constantly, but it helps to build Chakra control in the user. After much practice, it is even possible to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.
Kaiten Kakatou Otoshi (Spinning Heel Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head.
Note: If this kick connects with the opponent’s head, they will be stunned for one full turn.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Shishi Rendan (Lion Combo)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, preceded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest.
Note: The maximum amount of hits, not including the final heel drop, is five hits.
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head.
Note: If this kick connects with the opponent’s head, they will be stunned for one full turn.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Shishi Rendan (Lion Combo)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, preceded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest.
Note: The maximum amount of hits, not including the final heel drop, is five hits.
Goken (Strong Fist)
Rank: D
Range: -
Type: Passive
Handseals: -
Chakra Consumption: Low per hit
Strong Fist is a Taijutsu style, the purpose of which is to cause extreme forms of external damage to a target, alongside breaking as many bones as possible. It is the exact opposite of the Gentle Fist, which is used exclusively by the Hyuuga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Note: For a Low increment of chakra, Goken practitioners can marginally raise the destructive force of any standard attack (non-jutsu) they perform; each strike will have a temporary +1 Strength bonus to it.
Dainamikku Entori (Dynamic Entry)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
This technique is essentially nothing more than the user performing a jumping kick into their opponent’s face. By focusing chakra into their feet, the user can quickly and effectively spring toward an unsuspecting victim and land their assault. This is best used with a distraction, such as a thrown kunai, so that the user can take advantage of the target’s blind spot.
Dainamikku Akushyon (Dynamic Action)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Another relatively basic technique, the user will first flip towards their opponent (for flare; this is not necessary) and then proceeds to assault them with a flurry of punches and kicks (for a maximum of five). While somewhat more advanced than its counterpart, Dynamic Entry, these blows are hardly threatening in the grand scheme of things.
Note: Like most techniques that involve multiple hits, presuming the target is hit by the first attack, the subsequent four will automatically connect.
Konoha Reppuu (Leaf Gale)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying on their back as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Konoha Senpuu (Leaf Whirlwind)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Raiken (Thunder Fist)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Note: If struck in the head, the victim will be severely dazed for a total of two posts (25% reduced vision, 25% reduced hearing, 50% reduced balanced). If struck in the stomach the victim will vomit.
Konoha Tsumuji Senpuu (Leaf Coiling Whirlwind)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid for each shinobi
A tandem jutsu, this involves two Goken style users performing the Leaf Whirlwind upon a single target. Due to the combined force of this technique, the chances of physical injury are drastically higher than the traditional Leaf Whirlwind when performed by a single shinobi.
Note: This technique can only be performed by two people Due to the coordination required by this skill, this technique receives a +1 Strength bonus should both hits land.
Konoha Daisenkou (Leaf Great Flash)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
One of the more powerful kicks of the Goken style, this involves charging at the opponent and then unleashing a powerful lateral kick aiming at the head. This kick holds so much force that it can easily knock a fully grown adult off their feet, regardless of if it is blocked, and will undoubtedly render a person unconscious if connecting with the skull as intended.
Note: This technique will render an opponent unconscious for two full posts if it connects with their head. Presuming their allowed to wake up, they will operate in a dazed state (at 25% capacity) for an additional three posts.
Konoha Kaiganshou (Leaf Rock-Destroying Rise)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid per strike
One of the more powerful offensive techniques of the Goken style, this is a taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy coral. Connecting with a human body yields much more devastating results, and can easily shatter bones beneath the inhuman pressure.
Note: Likewise, this technique can easily dismantle thick, jagged walls of stone and coral.
Konoha Gouriki Senpuu (Leaf Strong Whirlwind)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High per strike
A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Seishun Furu Pawa (Springtime of Youth Full Power)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
The user releases a flurry of attacks on the opponent, finally kicking the victim into the air. Once airborne, the user will continue his assault before a powerful drop kick back down earth, emitting a light of "youthful" energy. The technique's name "Springtime of Youth Full Power" comes from the notion that the user's strength is augmented by their youth.
Note: The maximum number of hits, prior to sending the victim driving down into the earth, is ten. All of these hits combine to do a fairly moderate amount of damage, with the final strike being quite severe. It goes without saying that, presuming a target is not properly defended, this assault can easily leave them in a battered state.
Omote Renge
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user an increase in strength. The user launches the opponent into the air and then uses some form of bondage to wrap and restrict their opponents movement. Once behind the opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Because it uses one of the chakra gates, the user is left extremely fatigued, making this technique a "double-edged sword".
Note: The first of the Eight Chakra Gates must be opened in order to perform this technique. The user receives an additional +1 Strength bonus (on top of Gate bonus) for the duration of this technique. Furthermore, the user must have some form of restrictions (typically bandages) on their person in order to keep their opponent from moving.
Rank: D
Range: -
Type: Passive
Handseals: -
Chakra Consumption: Low per hit
Strong Fist is a Taijutsu style, the purpose of which is to cause extreme forms of external damage to a target, alongside breaking as many bones as possible. It is the exact opposite of the Gentle Fist, which is used exclusively by the Hyuuga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Note: For a Low increment of chakra, Goken practitioners can marginally raise the destructive force of any standard attack (non-jutsu) they perform; each strike will have a temporary +1 Strength bonus to it.
Dainamikku Entori (Dynamic Entry)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
This technique is essentially nothing more than the user performing a jumping kick into their opponent’s face. By focusing chakra into their feet, the user can quickly and effectively spring toward an unsuspecting victim and land their assault. This is best used with a distraction, such as a thrown kunai, so that the user can take advantage of the target’s blind spot.
Dainamikku Akushyon (Dynamic Action)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Another relatively basic technique, the user will first flip towards their opponent (for flare; this is not necessary) and then proceeds to assault them with a flurry of punches and kicks (for a maximum of five). While somewhat more advanced than its counterpart, Dynamic Entry, these blows are hardly threatening in the grand scheme of things.
Note: Like most techniques that involve multiple hits, presuming the target is hit by the first attack, the subsequent four will automatically connect.
Konoha Reppuu (Leaf Gale)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying on their back as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Konoha Senpuu (Leaf Whirlwind)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Raiken (Thunder Fist)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Note: If struck in the head, the victim will be severely dazed for a total of two posts (25% reduced vision, 25% reduced hearing, 50% reduced balanced). If struck in the stomach the victim will vomit.
Konoha Tsumuji Senpuu (Leaf Coiling Whirlwind)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid for each shinobi
A tandem jutsu, this involves two Goken style users performing the Leaf Whirlwind upon a single target. Due to the combined force of this technique, the chances of physical injury are drastically higher than the traditional Leaf Whirlwind when performed by a single shinobi.
Note: This technique can only be performed by two people Due to the coordination required by this skill, this technique receives a +1 Strength bonus should both hits land.
Konoha Daisenkou (Leaf Great Flash)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
One of the more powerful kicks of the Goken style, this involves charging at the opponent and then unleashing a powerful lateral kick aiming at the head. This kick holds so much force that it can easily knock a fully grown adult off their feet, regardless of if it is blocked, and will undoubtedly render a person unconscious if connecting with the skull as intended.
Note: This technique will render an opponent unconscious for two full posts if it connects with their head. Presuming their allowed to wake up, they will operate in a dazed state (at 25% capacity) for an additional three posts.
Konoha Kaiganshou (Leaf Rock-Destroying Rise)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid per strike
One of the more powerful offensive techniques of the Goken style, this is a taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy coral. Connecting with a human body yields much more devastating results, and can easily shatter bones beneath the inhuman pressure.
Note: Likewise, this technique can easily dismantle thick, jagged walls of stone and coral.
Konoha Gouriki Senpuu (Leaf Strong Whirlwind)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High per strike
A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Seishun Furu Pawa (Springtime of Youth Full Power)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
The user releases a flurry of attacks on the opponent, finally kicking the victim into the air. Once airborne, the user will continue his assault before a powerful drop kick back down earth, emitting a light of "youthful" energy. The technique's name "Springtime of Youth Full Power" comes from the notion that the user's strength is augmented by their youth.
Note: The maximum number of hits, prior to sending the victim driving down into the earth, is ten. All of these hits combine to do a fairly moderate amount of damage, with the final strike being quite severe. It goes without saying that, presuming a target is not properly defended, this assault can easily leave them in a battered state.
Omote Renge
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: High
Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user an increase in strength. The user launches the opponent into the air and then uses some form of bondage to wrap and restrict their opponents movement. Once behind the opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Because it uses one of the chakra gates, the user is left extremely fatigued, making this technique a "double-edged sword".
Note: The first of the Eight Chakra Gates must be opened in order to perform this technique. The user receives an additional +1 Strength bonus (on top of Gate bonus) for the duration of this technique. Furthermore, the user must have some form of restrictions (typically bandages) on their person in order to keep their opponent from moving.
Kaimon (Gate of Opening)
Rank: C
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: Mid to activate and sustain
The first stage of the Eight Gates, the Gate of Opening is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of D-rank and lower. This gate grants the user a +1 Strength bonus for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Note: Accessing this and the subsequent techniques require that the user have all the techniques in Goken not associated with Gates.
Kyuumon (Gate of Rest)
Rank: B
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: Mid to activate, Mid to sustain
Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re-energize their body.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of C-rank and lower. This gate grants the user increased levels of energy granting them a +1 Stamina bonus (including previous Gate bonuses) and recovery of one Massive's worth of Chakra for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Note: The user must know Kaimon, the 1st Gate.
Seimon (Gate of Life)
Rank: B
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High to activate, Mid to sustain
Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. Enemies without refined dojutsu (any non-Uchiha or Hyuuga) have a very difficult time keeping up with the user's movements, as this gate gives off the appearance of simply vanishing and reappearing on a whim. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of C-rank and lower. This gate grants the user a +1 Speed and Reflex bonus (including previous Gate bonuses) for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use Taijutsu-based techniques of B-rank and below.
Note: The user must know Kyuumon, the 2nd Gate.
Shoumon (Gate of Wound)
Rank: A
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High to activate, Mid to sustain
Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. With this gate in effect, enemies without a refined dojutsu (any non-Uchiha or Hyuuga) have an extremely difficult time comprehending the user's movements; they're barely able to make out a blur. Furthermore, even those possessing the fabled Sharingan and Byakugan now have a high difficulty keeping track of actions executed at such a high speed. At this point, the user's muscles slowly begin to tear from use.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of B-rank and lower. This gate grants the user a +1 Strength and +1 Speed bonus (including previous Gate bonuses) for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use Taijutsu-based techniques of B-rank and below.
Note: The user must know Seimon, the 3rd Gate.
Tomon (Gate of Closing)
Rank: A
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High to activate, High to sustain
Located within the abdomen, the fifth gate, the Gate of Closing, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. Typical shinobi simply cannot comprehend the user's movements past this point, and are often struck before they even realize what has happened. Those possessing the aforementioned dojutsu (Sharingan and Byakugan) can rarely catch a glimpse of the user's movements, though nothing more of a muddled blur and hardly coming in use for anything battle related. The environment itself takes a brutal beating from even the faintest of the user's movements, often causing massive explosions of dust and debris to spew in every which direction. This gate causes severe trauma to the user's body, as both their muscle tissue and skeletal structure are heavily damaged from the strain this gate causes.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of B-rank and lower. This gate grants the user a +1 Stamina, Reflex, and Tracking bonus (including previous Gate bonuses) and restores two Massive's worth of chakra for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will be unable to use any form of Taijutsu. Once the fatigued period is finished, they will only be able to use C-ranked Taijutsu and below for the remainder of the thread.
Note: The user must know Shoumon, the 4th Gate.
Keimon (Gate of Joy)
Rank: A
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High to activate, High to sustain
Located within the 'stomach', the sixth gate, the Gate of Joy, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them, causing any loose and malleable substances such as water to swirl and vortex around the user. At this point, visualizing the user (even with the aid of a dojutsu) is all but impossible while at full speeds. The user, quite literally, seems to simply vanish and appear where they wish. The free flowing chakra and life energy is almost a pleasurable feeling, the being of joyfulness. Unfortunately, the pain and damage caused to the user's body by this gate is quite extensive, nearly double that of the fifth gate.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all Genjutsu of A-rank and lower. This gate grants the user a +1 Strength, Speed, and Tracking bonus (including previous Gate bonuses) for the duration of the technique. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will be unable to use any form of Taijutsu. Once the fatigued period is finished, they will only be able to use D-ranked Taijutsu and below for the remainder of the thread.
Note: The user must know Tomon, the 5th Gate.
Free Starting Gear: 2 'C' ranked or lower Primary Weapons.
3 'C' ranked or lower packs of Secondary Weapons.
3 'C' ranked or lower Accessories.
Free Academy Jutsu
Starting Exp: 1,000
Starting Ryo: 10,000
(A Rank 3*150=450)=450(B Rank 2*50=100)=100(C Rank 1*25)=25+100+450=575 Exp Spent=425 left over (D Rank 5*10)=425-50= 375 Left over (C Rank 2*25)=50(B Rank 5*50)=250+50=300.=375-300= 75 Exp left over ( C Rank 3*25=75) 75-75= 0 Exp Left over.